Stamina, the secondary health stat



  • Picture this: You and some guy are fighting. You both have decent weapons and maxed characters, but no armor so you’re killing each other in 2 - 3 hits. You’re battling for a some epic enchanted weapon and you’re both down to about 10% health (still dancing around at full speed). Oh but all of the sudden you have a lag spike or a moment of stupidity. Whoops, guess you lost. I want to change that with this new stamina system.

    Stamina in this is used differently from other games. It still powers special moves like charging, guarding, etc. but is also used for another purpose. Damage reduction. The more stamina you have out of your maximum, the more damage reduction you get. Being hit drains stamina though and this affects your ability to run or use special moves. Different damage types pierce stamina more than others. Example, cutting weapons drain health much more than stamina but cold drains much more stamina than health. Remember though, it’s only mitigation. If you have 0 stamina then you get hit for full (or maybe enhanced) health damage.

    To put it simply:
    More stamina

    • Less health lost (depending on the damage type).

    • More speed.

    • More use of special weapon moves.

    Less stamina

    • Slower movement

    • Closer or more than full health loss.

    • Weaker swings.



  • Picture this: You and some guy are fighting. You both have decent weapons and maxed characters, but no armor so you’re killing each other in 2 - 3 hits. You’re battling for a some epic enchanted weapon and you’re both down to about 10% health (still dancing around at full speed). Oh but all of the sudden you have a lag spike or a moment of stupidity. Whoops, guess you lost. I want to change that with this new stamina system.

    Stamina in this is used differently from other games. It still powers special moves like charging, guarding, etc. but is also used for another purpose. Damage reduction. The more stamina you have out of your maximum, the more damage reduction you get. Being hit drains stamina though and this affects your ability to run or use special moves. Different damage types pierce stamina more than others. Example, cutting weapons drain health much more than stamina but cold drains much more stamina than health. Remember though, it’s only mitigation. If you have 0 stamina then you get hit for full (or maybe enhanced) health damage.

    To put it simply:
    More stamina

    • Less health lost (depending on the damage type).

    • More speed.

    • More use of special weapon moves.

    Less stamina

    • Slower movement

    • Closer or more than full health loss.

    • Weaker swings.



  • Sounds like a good idea Mr Boom.



  • Hopefully nothing too dramatic, like 90 damage swings, 20 damage taken, full run speed, and then it becomes 30 damage, 60 damage, and walk speed.



  • It’s a workable idea, but don’t over-do it.



  • sounds similar to elder scrolls. neat though.



  • Sounds okay, will there be health regeneration (other than healing I mean)?



  • Try to tone it down to the basic
    concept of stamina=extra armor.
    If you use alot of stamina before a fight, you will die quicker, but if you save up, you will have a small advantage over the enemy



  • I would say that stamina shouldn’t affect weapons, Maybe that is could limit the amount of hits you can do.
    Maybe the weapons drains stamina each time you swing depending on its size/weight, you can hit faster when having full stamina, But the stamina drains fast and as you said it gets slower and weaker. It would do alot of fast damage if used right, but if you just go around and swing it without hitting them, You would get tired, and the enemy would easily kill you,
    So maybe make it easier to hit people(Rangewise), but limit the amount of attack when you are actually preforming the attack.


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